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      1 // The ray tracer code in this file is written by Adam Burmister. It
      2 // is available in its original form from:
      3 //
      4 //   http://labs.flog.nz.co/raytracer/
      5 //
      6 // It has been modified slightly by Google to work as a standalone
      7 // benchmark, but the all the computational code remains
      8 // untouched. This file also contains a copy of parts of the Prototype
      9 // JavaScript framework which is used by the ray tracer.
     10 
     11 // Variable used to hold a number that can be used to verify that
     12 // the scene was ray traced correctly.
     13 var checkNumber;
     14 
     15 
     16 // ------------------------------------------------------------------------
     17 // ------------------------------------------------------------------------
     18 
     19 // The following is a copy of parts of the Prototype JavaScript library:
     20 
     21 // Prototype JavaScript framework, version 1.5.0
     22 // (c) 2005-2007 Sam Stephenson
     23 //
     24 // Prototype is freely distributable under the terms of an MIT-style license.
     25 // For details, see the Prototype web site: http://prototype.conio.net/
     26 
     27 
     28 var Class = {
     29   create: function() {
     30     return function() {
     31       this.initialize.apply(this, arguments);
     32     }
     33   }
     34 };
     35 
     36 
     37 Object.extend = function(destination, source) {
     38   for (var property in source) {
     39     destination[property] = source[property];
     40   }
     41   return destination;
     42 };
     43 
     44 
     45 // ------------------------------------------------------------------------
     46 // ------------------------------------------------------------------------
     47 
     48 // The rest of this file is the actual ray tracer written by Adam
     49 // Burmister. It's a concatenation of the following files:
     50 //
     51 //   flog/color.js
     52 //   flog/light.js
     53 //   flog/vector.js
     54 //   flog/ray.js
     55 //   flog/scene.js
     56 //   flog/material/basematerial.js
     57 //   flog/material/solid.js
     58 //   flog/material/chessboard.js
     59 //   flog/shape/baseshape.js
     60 //   flog/shape/sphere.js
     61 //   flog/shape/plane.js
     62 //   flog/intersectioninfo.js
     63 //   flog/camera.js
     64 //   flog/background.js
     65 //   flog/engine.js
     66 
     67 
     68 /* Fake a Flog.* namespace */
     69 if(typeof(Flog) == 'undefined') var Flog = {};
     70 if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
     71 
     72 Flog.RayTracer.Color = Class.create();
     73 
     74 Flog.RayTracer.Color.prototype = {
     75     red : 0.0,
     76     green : 0.0,
     77     blue : 0.0,
     78 
     79     initialize : function(r, g, b) {
     80         if(!r) r = 0.0;
     81         if(!g) g = 0.0;
     82         if(!b) b = 0.0;
     83 
     84         this.red = r;
     85         this.green = g;
     86         this.blue = b;
     87     },
     88 
     89     add : function(c1, c2){
     90         var result = new Flog.RayTracer.Color(0,0,0);
     91 
     92         result.red = c1.red + c2.red;
     93         result.green = c1.green + c2.green;
     94         result.blue = c1.blue + c2.blue;
     95 
     96         return result;
     97     },
     98 
     99     addScalar: function(c1, s){
    100         var result = new Flog.RayTracer.Color(0,0,0);
    101 
    102         result.red = c1.red + s;
    103         result.green = c1.green + s;
    104         result.blue = c1.blue + s;
    105 
    106         result.limit();
    107 
    108         return result;
    109     },
    110 
    111     subtract: function(c1, c2){
    112         var result = new Flog.RayTracer.Color(0,0,0);
    113 
    114         result.red = c1.red - c2.red;
    115         result.green = c1.green - c2.green;
    116         result.blue = c1.blue - c2.blue;
    117 
    118         return result;
    119     },
    120 
    121     multiply : function(c1, c2) {
    122         var result = new Flog.RayTracer.Color(0,0,0);
    123 
    124         result.red = c1.red * c2.red;
    125         result.green = c1.green * c2.green;
    126         result.blue = c1.blue * c2.blue;
    127 
    128         return result;
    129     },
    130 
    131     multiplyScalar : function(c1, f) {
    132         var result = new Flog.RayTracer.Color(0,0,0);
    133 
    134         result.red = c1.red * f;
    135         result.green = c1.green * f;
    136         result.blue = c1.blue * f;
    137 
    138         return result;
    139     },
    140 
    141     divideFactor : function(c1, f) {
    142         var result = new Flog.RayTracer.Color(0,0,0);
    143 
    144         result.red = c1.red / f;
    145         result.green = c1.green / f;
    146         result.blue = c1.blue / f;
    147 
    148         return result;
    149     },
    150 
    151     limit: function(){
    152         this.red = (this.red > 0.0) ? ( (this.red > 1.0) ? 1.0 : this.red ) : 0.0;
    153         this.green = (this.green > 0.0) ? ( (this.green > 1.0) ? 1.0 : this.green ) : 0.0;
    154         this.blue = (this.blue > 0.0) ? ( (this.blue > 1.0) ? 1.0 : this.blue ) : 0.0;
    155     },
    156 
    157     distance : function(color) {
    158         var d = Math.abs(this.red - color.red) + Math.abs(this.green - color.green) + Math.abs(this.blue - color.blue);
    159         return d;
    160     },
    161 
    162     blend: function(c1, c2, w){
    163         var result = new Flog.RayTracer.Color(0,0,0);
    164         result = Flog.RayTracer.Color.prototype.add(
    165                     Flog.RayTracer.Color.prototype.multiplyScalar(c1, 1 - w),
    166                     Flog.RayTracer.Color.prototype.multiplyScalar(c2, w)
    167                   );
    168         return result;
    169     },
    170 
    171     brightness : function() {
    172         var r = Math.floor(this.red*255);
    173         var g = Math.floor(this.green*255);
    174         var b = Math.floor(this.blue*255);
    175         return (r * 77 + g * 150 + b * 29) >> 8;
    176     },
    177 
    178     toString : function () {
    179         var r = Math.floor(this.red*255);
    180         var g = Math.floor(this.green*255);
    181         var b = Math.floor(this.blue*255);
    182 
    183         return "rgb("+ r +","+ g +","+ b +")";
    184     }
    185 }
    186 /* Fake a Flog.* namespace */
    187 if(typeof(Flog) == 'undefined') var Flog = {};
    188 if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
    189 
    190 Flog.RayTracer.Light = Class.create();
    191 
    192 Flog.RayTracer.Light.prototype = {
    193     position: null,
    194     color: null,
    195     intensity: 10.0,
    196 
    197     initialize : function(pos, color, intensity) {
    198         this.position = pos;
    199         this.color = color;
    200         this.intensity = (intensity ? intensity : 10.0);
    201     },
    202 
    203     toString : function () {
    204         return 'Light [' + this.position.x + ',' + this.position.y + ',' + this.position.z + ']';
    205     }
    206 }
    207 /* Fake a Flog.* namespace */
    208 if(typeof(Flog) == 'undefined') var Flog = {};
    209 if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
    210 
    211 Flog.RayTracer.Vector = Class.create();
    212 
    213 Flog.RayTracer.Vector.prototype = {
    214     x : 0.0,
    215     y : 0.0,
    216     z : 0.0,
    217 
    218     initialize : function(x, y, z) {
    219         this.x = (x ? x : 0);
    220         this.y = (y ? y : 0);
    221         this.z = (z ? z : 0);
    222     },
    223 
    224     copy: function(vector){
    225         this.x = vector.x;
    226         this.y = vector.y;
    227         this.z = vector.z;
    228     },
    229 
    230     normalize : function() {
    231         var m = this.magnitude();
    232         return new Flog.RayTracer.Vector(this.x / m, this.y / m, this.z / m);
    233     },
    234 
    235     magnitude : function() {
    236         return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z));
    237     },
    238 
    239     cross : function(w) {
    240         return new Flog.RayTracer.Vector(
    241                                             -this.z * w.y + this.y * w.z,
    242                                            this.z * w.x - this.x * w.z,
    243                                           -this.y * w.x + this.x * w.y);
    244     },
    245 
    246     dot : function(w) {
    247         return this.x * w.x + this.y * w.y + this.z * w.z;
    248     },
    249 
    250     add : function(v, w) {
    251         return new Flog.RayTracer.Vector(w.x + v.x, w.y + v.y, w.z + v.z);
    252     },
    253 
    254     subtract : function(v, w) {
    255         if(!w || !v) throw 'Vectors must be defined [' + v + ',' + w + ']';
    256         return new Flog.RayTracer.Vector(v.x - w.x, v.y - w.y, v.z - w.z);
    257     },
    258 
    259     multiplyVector : function(v, w) {
    260         return new Flog.RayTracer.Vector(v.x * w.x, v.y * w.y, v.z * w.z);
    261     },
    262 
    263     multiplyScalar : function(v, w) {
    264         return new Flog.RayTracer.Vector(v.x * w, v.y * w, v.z * w);
    265     },
    266 
    267     toString : function () {
    268         return 'Vector [' + this.x + ',' + this.y + ',' + this.z + ']';
    269     }
    270 }
    271 /* Fake a Flog.* namespace */
    272 if(typeof(Flog) == 'undefined') var Flog = {};
    273 if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
    274 
    275 Flog.RayTracer.Ray = Class.create();
    276 
    277 Flog.RayTracer.Ray.prototype = {
    278     position : null,
    279     direction : null,
    280     initialize : function(pos, dir) {
    281         this.position = pos;
    282         this.direction = dir;
    283     },
    284 
    285     toString : function () {
    286         return 'Ray [' + this.position + ',' + this.direction + ']';
    287     }
    288 }
    289 /* Fake a Flog.* namespace */
    290 if(typeof(Flog) == 'undefined') var Flog = {};
    291 if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
    292 
    293 Flog.RayTracer.Scene = Class.create();
    294 
    295 Flog.RayTracer.Scene.prototype = {
    296     camera : null,
    297     shapes : [],
    298     lights : [],
    299     background : null,
    300 
    301     initialize : function() {
    302         this.camera = new Flog.RayTracer.Camera(
    303             new Flog.RayTracer.Vector(0,0,-5),
    304             new Flog.RayTracer.Vector(0,0,1),
    305             new Flog.RayTracer.Vector(0,1,0)
    306         );
    307         this.shapes = new Array();
    308         this.lights = new Array();
    309         this.background = new Flog.RayTracer.Background(new Flog.RayTracer.Color(0,0,0.5), 0.2);
    310     }
    311 }
    312 /* Fake a Flog.* namespace */
    313 if(typeof(Flog) == 'undefined') var Flog = {};
    314 if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
    315 if(typeof(Flog.RayTracer.Material) == 'undefined') Flog.RayTracer.Material = {};
    316 
    317 Flog.RayTracer.Material.BaseMaterial = Class.create();
    318 
    319 Flog.RayTracer.Material.BaseMaterial.prototype = {
    320 
    321     gloss: 2.0,             // [0...infinity] 0 = matt
    322     transparency: 0.0,      // 0=opaque
    323     reflection: 0.0,        // [0...infinity] 0 = no reflection
    324     refraction: 0.50,
    325     hasTexture: false,
    326 
    327     initialize : function() {
    328 
    329     },
    330 
    331     getColor: function(u, v){
    332 
    333     },
    334 
    335     wrapUp: function(t){
    336         t = t % 2.0;
    337         if(t < -1) t += 2.0;
    338         if(t >= 1) t -= 2.0;
    339         return t;
    340     },
    341 
    342     toString : function () {
    343         return 'Material [gloss=' + this.gloss + ', transparency=' + this.transparency + ', hasTexture=' + this.hasTexture +']';
    344     }
    345 }
    346 /* Fake a Flog.* namespace */
    347 if(typeof(Flog) == 'undefined') var Flog = {};
    348 if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
    349 
    350 Flog.RayTracer.Material.Solid = Class.create();
    351 
    352 Flog.RayTracer.Material.Solid.prototype = Object.extend(
    353     new Flog.RayTracer.Material.BaseMaterial(), {
    354         initialize : function(color, reflection, refraction, transparency, gloss) {
    355             this.color = color;
    356             this.reflection = reflection;
    357             this.transparency = transparency;
    358             this.gloss = gloss;
    359             this.hasTexture = false;
    360         },
    361 
    362         getColor: function(u, v){
    363             return this.color;
    364         },
    365 
    366         toString : function () {
    367             return 'SolidMaterial [gloss=' + this.gloss + ', transparency=' + this.transparency + ', hasTexture=' + this.hasTexture +']';
    368         }
    369     }
    370 );
    371 /* Fake a Flog.* namespace */
    372 if(typeof(Flog) == 'undefined') var Flog = {};
    373 if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
    374 
    375 Flog.RayTracer.Material.Chessboard = Class.create();
    376 
    377 Flog.RayTracer.Material.Chessboard.prototype = Object.extend(
    378     new Flog.RayTracer.Material.BaseMaterial(), {
    379         colorEven: null,
    380         colorOdd: null,
    381         density: 0.5,
    382 
    383         initialize : function(colorEven, colorOdd, reflection, transparency, gloss, density) {
    384             this.colorEven = colorEven;
    385             this.colorOdd = colorOdd;
    386             this.reflection = reflection;
    387             this.transparency = transparency;
    388             this.gloss = gloss;
    389             this.density = density;
    390             this.hasTexture = true;
    391         },
    392 
    393         getColor: function(u, v){
    394             var t = this.wrapUp(u * this.density) * this.wrapUp(v * this.density);
    395 
    396             if(t < 0.0)
    397                 return this.colorEven;
    398             else
    399                 return this.colorOdd;
    400         },
    401 
    402         toString : function () {
    403             return 'ChessMaterial [gloss=' + this.gloss + ', transparency=' + this.transparency + ', hasTexture=' + this.hasTexture +']';
    404         }
    405     }
    406 );
    407 /* Fake a Flog.* namespace */
    408 if(typeof(Flog) == 'undefined') var Flog = {};
    409 if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
    410 if(typeof(Flog.RayTracer.Shape) == 'undefined') Flog.RayTracer.Shape = {};
    411 
    412 Flog.RayTracer.Shape.Sphere = Class.create();
    413 
    414 Flog.RayTracer.Shape.Sphere.prototype = {
    415     initialize : function(pos, radius, material) {
    416         this.radius = radius;
    417         this.position = pos;
    418         this.material = material;
    419     },
    420 
    421     intersect: function(ray){
    422         var info = new Flog.RayTracer.IntersectionInfo();
    423         info.shape = this;
    424 
    425         var dst = Flog.RayTracer.Vector.prototype.subtract(ray.position, this.position);
    426 
    427         var B = dst.dot(ray.direction);
    428         var C = dst.dot(dst) - (this.radius * this.radius);
    429         var D = (B * B) - C;
    430 
    431         if(D > 0){ // intersection!
    432             info.isHit = true;
    433             info.distance = (-B) - Math.sqrt(D);
    434             info.position = Flog.RayTracer.Vector.prototype.add(
    435                                                 ray.position,
    436                                                 Flog.RayTracer.Vector.prototype.multiplyScalar(
    437                                                     ray.direction,
    438                                                     info.distance
    439                                                 )
    440                                             );
    441             info.normal = Flog.RayTracer.Vector.prototype.subtract(
    442                                             info.position,
    443                                             this.position
    444                                         ).normalize();
    445 
    446             info.color = this.material.getColor(0,0);
    447         } else {
    448             info.isHit = false;
    449         }
    450         return info;
    451     },
    452 
    453     toString : function () {
    454         return 'Sphere [position=' + this.position + ', radius=' + this.radius + ']';
    455     }
    456 }
    457 /* Fake a Flog.* namespace */
    458 if(typeof(Flog) == 'undefined') var Flog = {};
    459 if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
    460 if(typeof(Flog.RayTracer.Shape) == 'undefined') Flog.RayTracer.Shape = {};
    461 
    462 Flog.RayTracer.Shape.Plane = Class.create();
    463 
    464 Flog.RayTracer.Shape.Plane.prototype = {
    465     d: 0.0,
    466 
    467     initialize : function(pos, d, material) {
    468         this.position = pos;
    469         this.d = d;
    470         this.material = material;
    471     },
    472 
    473     intersect: function(ray){
    474         var info = new Flog.RayTracer.IntersectionInfo();
    475 
    476         var Vd = this.position.dot(ray.direction);
    477         if(Vd == 0) return info; // no intersection
    478 
    479         var t = -(this.position.dot(ray.position) + this.d) / Vd;
    480         if(t <= 0) return info;
    481 
    482         info.shape = this;
    483         info.isHit = true;
    484         info.position = Flog.RayTracer.Vector.prototype.add(
    485                                             ray.position,
    486                                             Flog.RayTracer.Vector.prototype.multiplyScalar(
    487                                                 ray.direction,
    488                                                 t
    489                                             )
    490                                         );
    491         info.normal = this.position;
    492         info.distance = t;
    493 
    494         if(this.material.hasTexture){
    495             var vU = new Flog.RayTracer.Vector(this.position.y, this.position.z, -this.position.x);
    496             var vV = vU.cross(this.position);
    497             var u = info.position.dot(vU);
    498             var v = info.position.dot(vV);
    499             info.color = this.material.getColor(u,v);
    500         } else {
    501             info.color = this.material.getColor(0,0);
    502         }
    503 
    504         return info;
    505     },
    506 
    507     toString : function () {
    508         return 'Plane [' + this.position + ', d=' + this.d + ']';
    509     }
    510 }
    511 /* Fake a Flog.* namespace */
    512 if(typeof(Flog) == 'undefined') var Flog = {};
    513 if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
    514 
    515 Flog.RayTracer.IntersectionInfo = Class.create();
    516 
    517 Flog.RayTracer.IntersectionInfo.prototype = {
    518     isHit: false,
    519     hitCount: 0,
    520     shape: null,
    521     position: null,
    522     normal: null,
    523     color: null,
    524     distance: null,
    525 
    526     initialize : function() {
    527         this.color = new Flog.RayTracer.Color(0,0,0);
    528     },
    529 
    530     toString : function () {
    531         return 'Intersection [' + this.position + ']';
    532     }
    533 }
    534 /* Fake a Flog.* namespace */
    535 if(typeof(Flog) == 'undefined') var Flog = {};
    536 if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
    537 
    538 Flog.RayTracer.Camera = Class.create();
    539 
    540 Flog.RayTracer.Camera.prototype = {
    541     position: null,
    542     lookAt: null,
    543     equator: null,
    544     up: null,
    545     screen: null,
    546 
    547     initialize : function(pos, lookAt, up) {
    548         this.position = pos;
    549         this.lookAt = lookAt;
    550         this.up = up;
    551         this.equator = lookAt.normalize().cross(this.up);
    552         this.screen = Flog.RayTracer.Vector.prototype.add(this.position, this.lookAt);
    553     },
    554 
    555     getRay: function(vx, vy){
    556         var pos = Flog.RayTracer.Vector.prototype.subtract(
    557             this.screen,
    558             Flog.RayTracer.Vector.prototype.subtract(
    559                 Flog.RayTracer.Vector.prototype.multiplyScalar(this.equator, vx),
    560                 Flog.RayTracer.Vector.prototype.multiplyScalar(this.up, vy)
    561             )
    562         );
    563         pos.y = pos.y * -1;
    564         var dir = Flog.RayTracer.Vector.prototype.subtract(
    565             pos,
    566             this.position
    567         );
    568 
    569         var ray = new Flog.RayTracer.Ray(pos, dir.normalize());
    570 
    571         return ray;
    572     },
    573 
    574     toString : function () {
    575         return 'Ray []';
    576     }
    577 }
    578 /* Fake a Flog.* namespace */
    579 if(typeof(Flog) == 'undefined') var Flog = {};
    580 if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
    581 
    582 Flog.RayTracer.Background = Class.create();
    583 
    584 Flog.RayTracer.Background.prototype = {
    585     color : null,
    586     ambience : 0.0,
    587 
    588     initialize : function(color, ambience) {
    589         this.color = color;
    590         this.ambience = ambience;
    591     }
    592 }
    593 /* Fake a Flog.* namespace */
    594 if(typeof(Flog) == 'undefined') var Flog = {};
    595 if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
    596 
    597 Flog.RayTracer.Engine = Class.create();
    598 
    599 Flog.RayTracer.Engine.prototype = {
    600     canvas: null, /* 2d context we can render to */
    601 
    602     initialize: function(options){
    603         this.options = Object.extend({
    604                 canvasHeight: 100,
    605                 canvasWidth: 100,
    606                 pixelWidth: 2,
    607                 pixelHeight: 2,
    608                 renderDiffuse: false,
    609                 renderShadows: false,
    610                 renderHighlights: false,
    611                 renderReflections: false,
    612                 rayDepth: 2
    613             }, options || {});
    614 
    615         this.options.canvasHeight /= this.options.pixelHeight;
    616         this.options.canvasWidth /= this.options.pixelWidth;
    617 
    618         /* TODO: dynamically include other scripts */
    619     },
    620 
    621     setPixel: function(x, y, color){
    622         var pxW, pxH;
    623         pxW = this.options.pixelWidth;
    624         pxH = this.options.pixelHeight;
    625 
    626         if (this.canvas) {
    627           this.canvas.fillStyle = color.toString();
    628           this.canvas.fillRect (x * pxW, y * pxH, pxW, pxH);
    629         } else {
    630           if (x ===  y) {
    631             checkNumber += color.brightness();
    632           }
    633           // print(x * pxW, y * pxH, pxW, pxH);
    634         }
    635     },
    636 
    637     renderScene: function(scene, canvas){
    638         checkNumber = 0;
    639         /* Get canvas */
    640         if (canvas) {
    641           this.canvas = canvas.getContext("2d");
    642         } else {
    643           this.canvas = null;
    644         }
    645 
    646         var canvasHeight = this.options.canvasHeight;
    647         var canvasWidth = this.options.canvasWidth;
    648 
    649         for(var y=0; y < canvasHeight; y++){
    650             for(var x=0; x < canvasWidth; x++){
    651                 var yp = y * 1.0 / canvasHeight * 2 - 1;
    652           		var xp = x * 1.0 / canvasWidth * 2 - 1;
    653 
    654           		var ray = scene.camera.getRay(xp, yp);
    655 
    656           		var color = this.getPixelColor(ray, scene);
    657 
    658             	this.setPixel(x, y, color);
    659             }
    660         }
    661         if (checkNumber !== 2321) {
    662           throw new Error("Scene rendered incorrectly");
    663         }
    664     },
    665 
    666     getPixelColor: function(ray, scene){
    667         var info = this.testIntersection(ray, scene, null);
    668         if(info.isHit){
    669             var color = this.rayTrace(info, ray, scene, 0);
    670             return color;
    671         }
    672         return scene.background.color;
    673     },
    674 
    675     testIntersection: function(ray, scene, exclude){
    676         var hits = 0;
    677         var best = new Flog.RayTracer.IntersectionInfo();
    678         best.distance = 2000;
    679 
    680         for(var i=0; i<scene.shapes.length; i++){
    681             var shape = scene.shapes[i];
    682 
    683             if(shape != exclude){
    684                 var info = shape.intersect(ray);
    685                 if(info.isHit && info.distance >= 0 && info.distance < best.distance){
    686                     best = info;
    687                     hits++;
    688                 }
    689             }
    690         }
    691         best.hitCount = hits;
    692         return best;
    693     },
    694 
    695     getReflectionRay: function(P,N,V){
    696         var c1 = -N.dot(V);
    697         var R1 = Flog.RayTracer.Vector.prototype.add(
    698             Flog.RayTracer.Vector.prototype.multiplyScalar(N, 2*c1),
    699             V
    700         );
    701         return new Flog.RayTracer.Ray(P, R1);
    702     },
    703 
    704     rayTrace: function(info, ray, scene, depth){
    705         // Calc ambient
    706         var color = Flog.RayTracer.Color.prototype.multiplyScalar(info.color, scene.background.ambience);
    707         var oldColor = color;
    708         var shininess = Math.pow(10, info.shape.material.gloss + 1);
    709 
    710         for(var i=0; i<scene.lights.length; i++){
    711             var light = scene.lights[i];
    712 
    713             // Calc diffuse lighting
    714             var v = Flog.RayTracer.Vector.prototype.subtract(
    715                                 light.position,
    716                                 info.position
    717                             ).normalize();
    718 
    719             if(this.options.renderDiffuse){
    720                 var L = v.dot(info.normal);
    721                 if(L > 0.0){
    722                     color = Flog.RayTracer.Color.prototype.add(
    723                                         color,
    724                                         Flog.RayTracer.Color.prototype.multiply(
    725                                             info.color,
    726                                             Flog.RayTracer.Color.prototype.multiplyScalar(
    727                                                 light.color,
    728                                                 L
    729                                             )
    730                                         )
    731                                     );
    732                 }
    733             }
    734 
    735             // The greater the depth the more accurate the colours, but
    736             // this is exponentially (!) expensive
    737             if(depth <= this.options.rayDepth){
    738           // calculate reflection ray
    739           if(this.options.renderReflections && info.shape.material.reflection > 0)
    740           {
    741               var reflectionRay = this.getReflectionRay(info.position, info.normal, ray.direction);
    742               var refl = this.testIntersection(reflectionRay, scene, info.shape);
    743 
    744               if (refl.isHit && refl.distance > 0){
    745                   refl.color = this.rayTrace(refl, reflectionRay, scene, depth + 1);
    746               } else {
    747                   refl.color = scene.background.color;
    748                         }
    749 
    750                   color = Flog.RayTracer.Color.prototype.blend(
    751                     color,
    752                     refl.color,
    753                     info.shape.material.reflection
    754                   );
    755           }
    756 
    757                 // Refraction
    758                 /* TODO */
    759             }
    760 
    761             /* Render shadows and highlights */
    762 
    763             var shadowInfo = new Flog.RayTracer.IntersectionInfo();
    764 
    765             if(this.options.renderShadows){
    766                 var shadowRay = new Flog.RayTracer.Ray(info.position, v);
    767 
    768                 shadowInfo = this.testIntersection(shadowRay, scene, info.shape);
    769                 if(shadowInfo.isHit && shadowInfo.shape != info.shape /*&& shadowInfo.shape.type != 'PLANE'*/){
    770                     var vA = Flog.RayTracer.Color.prototype.multiplyScalar(color, 0.5);
    771                     var dB = (0.5 * Math.pow(shadowInfo.shape.material.transparency, 0.5));
    772                     color = Flog.RayTracer.Color.prototype.addScalar(vA,dB);
    773                 }
    774             }
    775 
    776       // Phong specular highlights
    777       if(this.options.renderHighlights && !shadowInfo.isHit && info.shape.material.gloss > 0){
    778         var Lv = Flog.RayTracer.Vector.prototype.subtract(
    779                             info.shape.position,
    780                             light.position
    781                         ).normalize();
    782 
    783         var E = Flog.RayTracer.Vector.prototype.subtract(
    784                             scene.camera.position,
    785                             info.shape.position
    786                         ).normalize();
    787 
    788         var H = Flog.RayTracer.Vector.prototype.subtract(
    789                             E,
    790                             Lv
    791                         ).normalize();
    792 
    793         var glossWeight = Math.pow(Math.max(info.normal.dot(H), 0), shininess);
    794         color = Flog.RayTracer.Color.prototype.add(
    795                             Flog.RayTracer.Color.prototype.multiplyScalar(light.color, glossWeight),
    796                             color
    797                         );
    798       }
    799         }
    800         color.limit();
    801         return color;
    802     }
    803 };
    804 
    805 
    806 function renderScene(){
    807     var scene = new Flog.RayTracer.Scene();
    808 
    809     scene.camera = new Flog.RayTracer.Camera(
    810                         new Flog.RayTracer.Vector(0, 0, -15),
    811                         new Flog.RayTracer.Vector(-0.2, 0, 5),
    812                         new Flog.RayTracer.Vector(0, 1, 0)
    813                     );
    814 
    815     scene.background = new Flog.RayTracer.Background(
    816                                 new Flog.RayTracer.Color(0.5, 0.5, 0.5),
    817                                 0.4
    818                             );
    819 
    820     var sphere = new Flog.RayTracer.Shape.Sphere(
    821         new Flog.RayTracer.Vector(-1.5, 1.5, 2),
    822         1.5,
    823         new Flog.RayTracer.Material.Solid(
    824             new Flog.RayTracer.Color(0,0.5,0.5),
    825             0.3,
    826             0.0,
    827             0.0,
    828             2.0
    829         )
    830     );
    831 
    832     var sphere1 = new Flog.RayTracer.Shape.Sphere(
    833         new Flog.RayTracer.Vector(1, 0.25, 1),
    834         0.5,
    835         new Flog.RayTracer.Material.Solid(
    836             new Flog.RayTracer.Color(0.9,0.9,0.9),
    837             0.1,
    838             0.0,
    839             0.0,
    840             1.5
    841         )
    842     );
    843 
    844     var plane = new Flog.RayTracer.Shape.Plane(
    845                                 new Flog.RayTracer.Vector(0.1, 0.9, -0.5).normalize(),
    846                                 1.2,
    847                                 new Flog.RayTracer.Material.Chessboard(
    848                                     new Flog.RayTracer.Color(1,1,1),
    849                                     new Flog.RayTracer.Color(0,0,0),
    850                                     0.2,
    851                                     0.0,
    852                                     1.0,
    853                                     0.7
    854                                 )
    855                             );
    856 
    857     scene.shapes.push(plane);
    858     scene.shapes.push(sphere);
    859     scene.shapes.push(sphere1);
    860 
    861     var light = new Flog.RayTracer.Light(
    862         new Flog.RayTracer.Vector(5, 10, -1),
    863         new Flog.RayTracer.Color(0.8, 0.8, 0.8)
    864     );
    865 
    866     var light1 = new Flog.RayTracer.Light(
    867         new Flog.RayTracer.Vector(-3, 5, -15),
    868         new Flog.RayTracer.Color(0.8, 0.8, 0.8),
    869         100
    870     );
    871 
    872     scene.lights.push(light);
    873     scene.lights.push(light1);
    874 
    875     var imageWidth = 100; // $F('imageWidth');
    876     var imageHeight = 100; // $F('imageHeight');
    877     var pixelSize = "5,5".split(','); //  $F('pixelSize').split(',');
    878     var renderDiffuse = true; // $F('renderDiffuse');
    879     var renderShadows = true; // $F('renderShadows');
    880     var renderHighlights = true; // $F('renderHighlights');
    881     var renderReflections = true; // $F('renderReflections');
    882     var rayDepth = 2;//$F('rayDepth');
    883 
    884     var raytracer = new Flog.RayTracer.Engine(
    885         {
    886             canvasWidth: imageWidth,
    887             canvasHeight: imageHeight,
    888             pixelWidth: pixelSize[0],
    889             pixelHeight: pixelSize[1],
    890             "renderDiffuse": renderDiffuse,
    891             "renderHighlights": renderHighlights,
    892             "renderShadows": renderShadows,
    893             "renderReflections": renderReflections,
    894             "rayDepth": rayDepth
    895         }
    896     );
    897 
    898     raytracer.renderScene(scene, null, 0);
    899 }
    900 
    901 for (var i = 0; i < 6; ++i)
    902   renderScene();
    903